@Vermeer: thnx for all that!
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it also means we'll have to double-think the levels we create in order to get dettached meshes wherever we plan to have a shadow getting casted, lol. I tried the "subdivide" command but all it did was triangulate my mesh, so I still gotta try your method, and yes, applying a gaussian blur to the lightmaps sounds very interesting as well. Hey tio, que mata de conocimiento que eres!
@katoun: really nice screenshots. The first shot looks like a terrain node with 2 layer blending material, but then (and correct me if I'm wrong) the other screenshots show the ripples get affected and go in the direction they physically should. So what you want is a physics-responsive water node (like those in UT2k3-2k4)? or simply a wate rnode with better wave animation?
anyway, impressive, very very impressive... and cool
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